예제 #1
0
void init_defaultstate(IDirect3DDevice9 *device){
	int i;
	matrix projection_matrix, view_matrix;

	IDirect3DDevice9_SetVertexShader(device, NULL);
	IDirect3DDevice9_SetRenderState(device, D3DRS_CULLMODE, D3DCULL_CCW);

	IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, TRUE);

	IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_TRUE);
	IDirect3DDevice9_SetRenderState(device, D3DRS_SPECULARENABLE, TRUE);

	IDirect3DDevice9_SetRenderState(device, D3DRS_NORMALIZENORMALS, TRUE);

	for(i=0;i<8;i++){
		IDirect3DDevice9_SetTextureStageState(device, i, D3DTSS_COLOROP, D3DTOP_DISABLE);
		IDirect3DDevice9_SetTextureStageState(device, i, D3DTSS_COLORARG1, D3DTA_TEXTURE);
		IDirect3DDevice9_SetTextureStageState(device, i, D3DTSS_COLORARG2, D3DTA_CURRENT);

		IDirect3DDevice9_SetTextureStageState(device, i, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
		IDirect3DDevice9_SetTextureStageState(device, i, D3DTSS_ALPHAARG1, D3DTA_CURRENT);

		IDirect3DDevice9_SetSamplerState(device, i, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
		IDirect3DDevice9_SetSamplerState(device, i, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
		IDirect3DDevice9_SetSamplerState(device, i, D3DSAMP_MIPFILTER, D3DTEXF_POINT);
//		IDirect3DDevice9_SetSamplerState(device, i, D3DSAMP_MIPFILTER, D3DTEXF_LINEAR);

	}

	matrix_project( projection_matrix, 45.f, 4.f/3.f, 1.f, 1000.f );
	IDirect3DDevice9_SetTransform( device, D3DTS_PROJECTION, (D3DMATRIX*)&projection_matrix );

	matrix_identity( view_matrix );
	IDirect3DDevice9_SetTransform( device, D3DTS_VIEW, (D3DMATRIX*)&view_matrix );
}
예제 #2
0
파일: ctx_wm.c 프로젝트: AgentD/sgui
static void d3d9_draw( sgui_context* context )
{
    sgui_d3d9_context* ctx = (sgui_d3d9_context*)context;
    D3DVIEWPORT9 vp;
    float m[16];

    m[3]=m[7]=m[11]=m[12]=m[13]=0.0f; m[14]=-5.0f; m[15]=1.0f;
    vp.X=0; vp.Y=0; vp.Width=WIDTH; vp.Height=HEIGHT;
    vp.MinZ = 0.0f; vp.MaxZ = 1.0f;

    IDirect3DDevice9_SetViewport( ctx->device, &vp );
    IDirect3DDevice9_Clear( ctx->device, 0, NULL,
                            D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER, 0, 1.0f, 0 );
    vp.Width=WIDTH/2; vp.Height=HEIGHT/2;

    IDirect3DDevice9_BeginScene( ctx->device );

    IDirect3DDevice9_SetRenderState(ctx->device,D3DRS_ZENABLE,TRUE);
    IDirect3DDevice9_SetFVF( ctx->device, CUSTOMFVF );
    IDirect3DDevice9_SetStreamSource( ctx->device, 0, v_buffer, 0,
                                      sizeof(CUSTOMVERTEX) );
    IDirect3DDevice9_SetRenderState(ctx->device,D3DRS_FILLMODE,
                                    D3DFILL_WIREFRAME);

    m[0]=m[10]=cos(t); m[2]=sin(t); m[8]=-m[2]; m[1]=m[4]=m[6]=m[9]=0; m[5]=1;
    vp.X = 0; vp.Y = HEIGHT/2;
    IDirect3DDevice9_SetTransform( ctx->device, D3DTS_VIEW, (D3DMATRIX*)m );
    IDirect3DDevice9_SetViewport( ctx->device, &vp );
    IDirect3DDevice9_DrawPrimitive( ctx->device, D3DPT_TRIANGLELIST, 0, 12 );

    m[1]=m[8]=-sin(t); m[0]=cos(t); m[9]=-m[0]; m[2]=m[4]=m[5]=m[10]=0;m[6]=1;
    vp.X = WIDTH/2; vp.Y = 0;
    IDirect3DDevice9_SetTransform( ctx->device, D3DTS_VIEW, (D3DMATRIX*)m );
    IDirect3DDevice9_SetViewport( ctx->device, &vp );
    IDirect3DDevice9_DrawPrimitive( ctx->device, D3DPT_TRIANGLELIST, 0, 12 );

    m[0]=m[10]=-sin(t); m[2]=cos(t); m[8]=-m[2]; m[1]=m[4]=m[6]=m[9]=0;m[5]=1;
    vp.X = 0; vp.Y = 0;
    IDirect3DDevice9_SetTransform( ctx->device, D3DTS_VIEW, (D3DMATRIX*)m );
    IDirect3DDevice9_SetViewport( ctx->device, &vp );
    IDirect3DDevice9_SetRenderState(ctx->device,D3DRS_FILLMODE,D3DFILL_SOLID);
    IDirect3DDevice9_DrawPrimitive( ctx->device, D3DPT_TRIANGLELIST, 0, 12 );

    /* draw GUI in begin/end block */
    sgui_ctx_wm_draw_gui( wm );

    IDirect3DDevice9_EndScene( ctx->device );
    t += 0.01f;
}
예제 #3
0
void draw_object_ex(IDirect3DDevice9 *device, object *obj, BOOL trans){
	unsigned int mesh;
	if(!device) return;
	if(!obj) return;

	if(obj->update){
		vertex *dest;
		generate_normals(obj);
		IDirect3DVertexBuffer9_Lock(obj->vertexbuffer, 0, 0, (BYTE**)&dest, 0 );
		memcpy(dest,obj->vertices,sizeof(vertex)*obj->vertex_count);
		IDirect3DVertexBuffer9_Unlock(obj->vertexbuffer);
		obj->update = FALSE;
	}

	IDirect3DDevice9_SetTransform( device, D3DTS_WORLD, (D3DMATRIX*)&obj->mat );
	IDirect3DDevice9_SetStreamSource(device, 0, obj->vertexbuffer, 0, sizeof(vertex));
	IDirect3DDevice9_SetFVF(device, OBJECT_VERTEX_TYPE);

	for(mesh=0;mesh<obj->submesh_count;mesh++){
		if(obj->submeshes[mesh].mat){
			if(obj->submeshes[mesh].mat->additive==trans){
				set_material(device,obj->submeshes[mesh].mat);
				IDirect3DDevice9_SetIndices(device,obj->submeshes[mesh].indexbuffer);
				IDirect3DDevice9_DrawIndexedPrimitive(device, D3DPT_TRIANGLELIST, 0,0,obj->vertex_count, 0,obj->submeshes[mesh].triangle_count);
			}
		}else{
			if(!trans){
				IDirect3DDevice9_SetIndices(device,obj->submeshes[mesh].indexbuffer);
				IDirect3DDevice9_DrawIndexedPrimitive(device, D3DPT_TRIANGLELIST, 0,0,obj->vertex_count, 0,obj->submeshes[mesh].triangle_count);
			}
		}
	}
}
예제 #4
0
파일: line.c 프로젝트: AmesianX/RosWine
static void test_create_line(IDirect3DDevice9* device)
{
    HRESULT hr;
    LPD3DXLINE line = NULL;
    LPDIRECT3DDEVICE9 return_device;
    D3DXMATRIX world, identity, result;
    FLOAT r11, r12, r13, r14;
    ULONG ref;

    /* Arbitrary values for matrix tests. */
    r11 = 0.1421; r12 = 0.2114; r13 = 0.8027; r14 = 0.4587;

    hr = D3DXCreateLine(NULL, &line);
    ok(hr == D3DERR_INVALIDCALL, "Got result %x, expected %x (D3D_INVALIDCALL)\n", hr, D3DERR_INVALIDCALL);

    hr = D3DXCreateLine(device, NULL);
    ok(hr == D3DERR_INVALIDCALL, "Got result %x, expected %x (D3D_INVALIDCALL)\n", hr, D3DERR_INVALIDCALL);

    hr = D3DXCreateLine(device, &line);
    ok(hr == D3D_OK, "Got result %x, expected 0 (D3D_OK)\n", hr);

    if (FAILED(hr))
    {
        return;
    }

    hr = ID3DXLine_GetDevice(line, NULL);
    ok(hr == D3DERR_INVALIDCALL, "Got result %x, expected %x (D3D_INVALIDCALL)\n", hr, D3DERR_INVALIDCALL);

    hr = ID3DXLine_GetDevice(line, &return_device);
    ok(hr == D3D_OK, "Got result %x, expected %x (D3D_OK)\n", hr, D3D_OK);
    ok(return_device == device, "Expected line device %p, got %p\n", device, return_device);

    D3DXMatrixIdentity(&world);
    D3DXMatrixIdentity(&identity);
    S(U(world))._11 = r11; S(U(world))._12 = r12; S(U(world))._13 = r13; S(U(world))._14 = r14;

    hr = IDirect3DDevice9_SetTransform(device, D3DTS_WORLD, &world);
    ok(hr == D3D_OK, "Got result %x, expected %x (D3D_OK)\n", hr, D3D_OK);

    hr = ID3DXLine_Begin(line);
    ok(hr == D3D_OK, "Got result %x, expected %x (D3D_OK)\n", hr, D3D_OK);

    hr = IDirect3DDevice9_GetTransform(device, D3DTS_WORLD, &result);
    ok(hr == D3D_OK, "Got result %x, expected %x (D3D_OK)\n", hr, D3D_OK);
    expect_mat(&identity, &result);

    hr = ID3DXLine_End(line);
    ok(hr == D3D_OK, "Got result %x, expected %x (D3D_OK)\n", hr, D3D_OK);

    hr = IDirect3DDevice9_GetTransform(device, D3DTS_WORLD, &result);
    ok(hr == D3D_OK, "Got result %x, expected %x (D3D_OK)\n", hr, D3D_OK);
    expect_mat(&world, &result);

    ref = IDirect3DDevice9_Release(return_device);
    ok(ref == 2, "Got %x references to device %p, expected 2\n", ref, return_device);

    ref = ID3DXLine_Release(line);
    ok(ref == 0, "Got %x references to line %p, expected 0\n", ref, line);
}
예제 #5
0
파일: ctx_wm.c 프로젝트: AgentD/sgui
static void d3d9_init( sgui_context* context )
{
    float m[16], f, iNF, fov_deg = 60.0f, Near = 0.1f, Far = 100.0f;
    CUSTOMVERTEX vdat[ sizeof(indices)/sizeof(indices[0]) ];
    sgui_d3d9_context* ctx = (sgui_d3d9_context*)context;
    float aspectratio = (float)WIDTH / (float)HEIGHT;
    unsigned int i, idx, r, g, b;

    for( i=0; i<sizeof(indices)/sizeof(indices[0]); ++i )
    {
        idx = indices[ i ];
        r = vertices[ idx*6+3 ] * 255.0f;
        g = vertices[ idx*6+4 ] * 255.0f;
        b = vertices[ idx*6+5 ] * 255.0f;

        vdat[ i ].x = vertices[ idx*6   ];
        vdat[ i ].y = vertices[ idx*6+1 ];
        vdat[ i ].z = vertices[ idx*6+2 ];
        vdat[ i ].color = D3DCOLOR_ARGB(0xFF,r,g,b);
    }

    IDirect3DDevice9_Reset( ctx->device, &ctx->present );

    IDirect3DDevice9_CreateVertexBuffer( ctx->device, sizeof(vdat), 0,
                                         CUSTOMFVF, D3DPOOL_MANAGED,
                                         &v_buffer, NULL );

    /* load vertex data */
    IDirect3DVertexBuffer9_Lock( v_buffer, 0, 0, (void**)&pVoid, 0 );
    memcpy( pVoid, vdat, sizeof(vdat) );
    IDirect3DVertexBuffer9_Unlock( v_buffer );

    /* setup renderer state */
    IDirect3DDevice9_SetRenderState(ctx->device,D3DRS_CULLMODE,D3DCULL_NONE);
    IDirect3DDevice9_SetRenderState(ctx->device,D3DRS_LIGHTING,FALSE       );
    IDirect3DDevice9_SetRenderState(ctx->device,D3DRS_ZENABLE, TRUE        );

    /* set up perspective projection matrix */
    f   = 1.0 / tan( fov_deg * DEGTORAD * 0.5 );
	iNF = 1.0 / ( Near - Far );
    m[0]=f/aspectratio; m[4]=0; m[ 8]=0;              m[12]=0;
    m[1]=0;             m[5]=f; m[ 9]=0;              m[13]=0;
    m[2]=0;             m[6]=0; m[10]=(Far+Near)*iNF; m[14]=2*Far*Near*iNF;
    m[3]=0;             m[7]=0; m[11]=-1;             m[15]=0;
    IDirect3DDevice9_SetTransform(ctx->device,D3DTS_PROJECTION,(D3DMATRIX*)m);

    drawgui = 0;
}
예제 #6
0
void d3d_set_transform(LPDIRECT3DDEVICE dev,
      D3DTRANSFORMSTATETYPE state, CONST D3DMATRIX *matrix)
{
#ifdef _XBOX1
   D3DDevice_SetTransform(state, matrix);
#elif !defined(_XBOX360)
   /* XBox 360 D3D9 does not support fixed-function pipeline. */

#if defined(HAVE_D3D9) && !defined(__cplusplus)
   IDirect3DDevice9_SetTransform(dev, state, matrix);
#else
   dev->SetTransform(state, matrix);
#endif

#endif
}
static int
D3D_UpdateViewport(SDL_Renderer * renderer)
{
    D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata;
    D3DVIEWPORT9 viewport;
    D3DMATRIX matrix;

    /* Set the viewport */
    viewport.X = renderer->viewport.x;
    viewport.Y = renderer->viewport.y;
    viewport.Width = renderer->viewport.w;
    viewport.Height = renderer->viewport.h;
    viewport.MinZ = 0.0f;
    viewport.MaxZ = 1.0f;
    IDirect3DDevice9_SetViewport(data->device, &viewport);

    /* Set an orthographic projection matrix */
    matrix.m[0][0] = 2.0f / renderer->viewport.w;
    matrix.m[0][1] = 0.0f;
    matrix.m[0][2] = 0.0f;
    matrix.m[0][3] = 0.0f;
    matrix.m[1][0] = 0.0f;
    matrix.m[1][1] = -2.0f / renderer->viewport.h;
    matrix.m[1][2] = 0.0f;
    matrix.m[1][3] = 0.0f;
    matrix.m[2][0] = 0.0f;
    matrix.m[2][1] = 0.0f;
    matrix.m[2][2] = 1.0f;
    matrix.m[2][3] = 0.0f;
    matrix.m[3][0] = -1.0f;
    matrix.m[3][1] = 1.0f;
    matrix.m[3][2] = 0.0f;
    matrix.m[3][3] = 1.0f;
    IDirect3DDevice9_SetTransform(data->device, D3DTS_PROJECTION, &matrix);

    return 0;
}
예제 #8
0
int main(){
	BOOL done = FALSE;
	MSG msg;
	IDirect3DDevice9 *device = NULL;
	IDirect3DSurface9 *main_rendertarget = NULL;
	D3DFORMAT format;
	
	float old_time = 0;

	/* render-to-texture-stuff */
	IDirect3DTexture9 *rtt_texture;
	IDirect3DSurface9 *rtt_surface;
	IDirect3DTexture9 *rtt_32_texture;
	IDirect3DSurface9 *rtt_32_surface;

	/* textures used from mainloop */
	int white, black;
	int odd_is_back_again[4];
	int at_the_gathering_2003[4];
	int o_d_d_in_your_face[4];
	int world_domination[4];
	int back_once_again[3];
	int were_back;
	int cred[4];
	int mad_props[4];
	int not_eph[4];
	int piss_the_fuck_off[11];
	int hardcore;

	int refmap, refmap2;
	int eatyrcode;
	int code_0, code_1;
	int overlaytest;
	int circle_particle;

	/* special-textures */
	int rtt_texture_id;
	int rtt_32_texture_id;
	int video_texture_id;
	int dilldall,dilldall2;
	int metaball_text;

	/* videos */
	video *vid;

	/* 3d-scenes */
	scene *fysikkfjall;
	scene *startblob;
	scene *inni_abstrakt;
	scene *korridor;
	scene *skjerm_rom;
	scene *bare_paa_lissom;

	format = D3DFMT_X8R8G8B8;
	device = d3dwin_open(TITLE, WIDTH, HEIGHT, format, FULLSCREEN);
	if(!device){
		format = D3DFMT_A8R8G8B8;
		device = d3dwin_open(TITLE, WIDTH, HEIGHT, format, FULLSCREEN);
		if(!device){
			format = D3DFMT_X1R5G5B5;
			device = d3dwin_open(TITLE, WIDTH, HEIGHT, format, FULLSCREEN);
			if(!device){
				format = D3DFMT_R5G6B5;
				device = d3dwin_open(TITLE, WIDTH, HEIGHT, format, FULLSCREEN);
				if(!device) error("failed to initialize Direct3D9");
			}
		}
	}

#ifdef BIGSCREEN
	set_gamma(device,1.05f);
#endif

	if (!BASS_Init(1, 44100, BASS_DEVICE_LATENCY, win, NULL)) error("failed to initialize BASS");
	fp = file_open("worlddomination.ogg");
	if (!fp) error("music-file not found");
	music_file = BASS_StreamCreateFile(1, fp->data, 0, fp->size, 0);

	/*** music ***/
//	if(!pest_open(win)) error("failed to initialize DirectSond");
//	if(!pest_load("worlddomination.ogg",0)) error("failed to load music-file");


	/*** subsystems ***/
	init_tunnel();
	video_init();
	if(!init_particles(device)) error("failed to initialize");
	if(!init_overlays(device)) error("f**k a duck");
	if(!init_marching_cubes(device)) error("screw a kangaroo");

	make_random_particles(particles, PARTICLES, vector_make(0,-180,0), 500);
	make_random_particles(particles2, PARTICLES2, vector_make(0,-180,0), 500);
	make_random_particles(particles3, PARTICLES3, vector_make(0,0,0), 800);

	/*** rendertextures ***/
	if (IDirect3DDevice9_CreateTexture(device, 512, 256, 0,D3DUSAGE_RENDERTARGET, D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, &rtt_texture, NULL)!=D3D_OK) error("failed to create rendertarget-texture");
	if (IDirect3DTexture9_GetSurfaceLevel(rtt_texture,0,&rtt_surface)!=D3D_OK) error("could not get kvasi-backbuffer-surface");
	if ((rtt_texture_id=texture_insert(device, "rendertexture.jpg", rtt_texture))==-1) error("fakk off!");

	if(IDirect3DDevice9_CreateTexture(device,16,16,0,D3DUSAGE_RENDERTARGET|D3DUSAGE_AUTOGENMIPMAP,D3DFMT_X8R8G8B8,D3DPOOL_DEFAULT, &rtt_32_texture, NULL)!=D3D_OK) error("failed to create rendertarget-texture");
	if(IDirect3DTexture9_GetSurfaceLevel(rtt_32_texture,0,&rtt_32_surface)!=D3D_OK) error("could not get kvasi-backbuffer-surface");
	if((rtt_32_texture_id=texture_insert(device, "rendertexture2.jpg", rtt_32_texture))==-1) error("fakk off!");


	/*** textures ***/
	/* solid colors for fades etc */
	if((white=texture_load(device,"white.png",FALSE))==-1) error("shjit!");
	if((black=texture_load(device,"black.png",FALSE))==-1) error("shjit!");

	/* textoverlays */
	if((odd_is_back_again[0]=texture_load(device,"odd_is_back_again_0.png",FALSE))==-1) error("failed to load image");
	if((odd_is_back_again[1]=texture_load(device,"odd_is_back_again_1.png",FALSE))==-1) error("failed to load image");
	if((odd_is_back_again[2]=texture_load(device,"odd_is_back_again_2.png",FALSE))==-1) error("failed to load image");
	if((odd_is_back_again[3]=texture_load(device,"odd_is_back_again_3.png",FALSE))==-1) error("failed to load image");
	if((at_the_gathering_2003[0]=texture_load(device,"at_the_gathering_2003_0.png",FALSE))==-1) error("failed to load image");
	if((at_the_gathering_2003[1]=texture_load(device,"at_the_gathering_2003_1.png",FALSE))==-1) error("failed to load image");
	if((at_the_gathering_2003[2]=texture_load(device,"at_the_gathering_2003_2.png",FALSE))==-1) error("failed to load image");
	if((at_the_gathering_2003[3]=texture_load(device,"at_the_gathering_2003_3.png",FALSE))==-1) error("failed to load image");
	if((back_once_again[0]=texture_load(device,"back_once_again_0.png",TRUE))==-1) error("failed to load image");
	if((back_once_again[1]=texture_load(device,"back_once_again_1.png",TRUE))==-1) error("failed to load image");
	if((back_once_again[2]=texture_load(device,"back_once_again_2.png",TRUE))==-1) error("failed to load image");
	if((o_d_d_in_your_face[0]=texture_load(device,"o_d_d_in_your_face_0.png",TRUE))==-1) error("failed to load image");
	if((o_d_d_in_your_face[1]=texture_load(device,"o_d_d_in_your_face_1.png",TRUE))==-1) error("failed to load image");
	if((o_d_d_in_your_face[2]=texture_load(device,"o_d_d_in_your_face_2.png",TRUE))==-1) error("failed to load image");
	if((o_d_d_in_your_face[3]=texture_load(device,"o_d_d_in_your_face_3.png",TRUE))==-1) error("failed to load image");
	if((world_domination[0]=texture_load(device,"world_domination_0.png",TRUE))==-1) error("failed to load image");
	if((world_domination[1]=texture_load(device,"world_domination_1.png",TRUE))==-1) error("failed to load image");
	if((world_domination[2]=texture_load(device,"world_domination_2.png",TRUE))==-1) error("failed to load image");
	if((world_domination[3]=texture_load(device,"world_domination_3.png",TRUE))==-1) error("failed to load image");
	if((were_back=texture_load(device,"were_back.png",TRUE))==-1) error("failed to load image");

	if((cred[0]=texture_load(device,"cred_0.png",TRUE))==-1) error("failed to load image");
	if((cred[1]=texture_load(device,"cred_1.png",TRUE))==-1) error("failed to load image");
	if((cred[2]=texture_load(device,"cred_2.png",TRUE))==-1) error("failed to load image");
	if((cred[3]=texture_load(device,"cred_3.png",TRUE))==-1) error("failed to load image");
	if((mad_props[0]=texture_load(device,"mad_props_0.png",TRUE))==-1) error("failed to load image");
	if((mad_props[1]=texture_load(device,"mad_props_1.png",TRUE))==-1) error("failed to load image");
	if((mad_props[2]=texture_load(device,"mad_props_2.png",TRUE))==-1) error("failed to load image");
	if((mad_props[3]=texture_load(device,"mad_props_3.png",TRUE))==-1) error("failed to load image");
	if((not_eph[0]=texture_load(device,"not_eph_0.png",TRUE))==-1) error("failed to load image");
	if((not_eph[1]=texture_load(device,"not_eph_1.png",TRUE))==-1) error("failed to load image");
	if((not_eph[2]=texture_load(device,"not_eph_2.png",TRUE))==-1) error("failed to load image");
	if((not_eph[3]=texture_load(device,"not_eph_3.png",TRUE))==-1) error("failed to load image");

	if((piss_the_fuck_off[0]=texture_load(device,"piss_the_fuck_off_0.png",TRUE))==-1) error("failed to load image");
	if((piss_the_fuck_off[1]=texture_load(device,"piss_the_fuck_off_1.png",TRUE))==-1) error("failed to load image");
	if((piss_the_fuck_off[2]=texture_load(device,"piss_the_fuck_off_2.png",TRUE))==-1) error("failed to load image");
	if((piss_the_fuck_off[3]=texture_load(device,"piss_the_fuck_off_3.png",TRUE))==-1) error("failed to load image");
	if((piss_the_fuck_off[4]=texture_load(device,"piss_the_fuck_off_4.png",TRUE))==-1) error("failed to load image");
	if((piss_the_fuck_off[5]=texture_load(device,"piss_the_fuck_off_5.png",TRUE))==-1) error("failed to load image");
	if((piss_the_fuck_off[6]=texture_load(device,"piss_the_fuck_off_6.png",TRUE))==-1) error("failed to load image");
	if((piss_the_fuck_off[7]=texture_load(device,"piss_the_fuck_off_7.png",TRUE))==-1) error("failed to load image");
	if((piss_the_fuck_off[8]=texture_load(device,"piss_the_fuck_off_8.png",TRUE))==-1) error("failed to load image");
	if((piss_the_fuck_off[9]=texture_load(device,"piss_the_fuck_off_9.png",TRUE))==-1) error("failed to load image");
	if((piss_the_fuck_off[10]=texture_load(device,"piss_the_fuck_off_10.png",TRUE))==-1) error("failed to load image");
	if((hardcore=texture_load(device,"hardcore.png",TRUE))==-1) error("failed to load image");

	/* other textures */
	if((circle_particle=texture_load(device,"circle_particle.jpg",FALSE))==-1) error("shjit!");
	if((refmap=texture_load(device,"fysikkfjall/refmap.jpg",FALSE))==-1) error("shjit!");
	if((refmap2=texture_load(device,"refmap2.jpg",FALSE))==-1) error("shjit!");
	if((eatyrcode=texture_load(device,"eatyrcode.jpg",FULLSCREEN_HACK))==-1) error("shjit!");
	if((code_0=texture_load(device,"code-0.jpg",FALSE))==-1) error("shjit!");
	if((code_1=texture_load(device,"code-1.jpg",FALSE))==-1) error("shjit!");
	if((overlaytest=texture_load(device,"overlaytest.jpg",FALSE))==-1) error("shjit!");

	if((dilldall=texture_load(device,"dilldall.png",FALSE))==-1) error("shjit!");
	if((dilldall2=texture_load(device,"dilldall2.png",FALSE))==-1) error("shjit!");

	if((metaball_text=texture_load(device,"metaballs.png",TRUE))==-1) error("shjit!");

	/*** video ***/
	if(!(vid=video_load(device,"test.kpg"))) error("fæck!");
	video_texture_id = texture_insert(device, "skjerm_rom/skjerm_tom.tga", vid->texture);


	/*** misc stuff ***/
	/* main rendertarget */
	IDirect3DDevice9_GetRenderTarget(device,0,&main_rendertarget);

	/* default state */
	IDirect3DDevice9_CreateStateBlock(device, D3DSBT_ALL, &default_state);
	init_defaultstate(device);
	IDirect3DStateBlock9_Capture(default_state);


	/*** 3d scenes ***/
	if(!(fysikkfjall=load_scene(device,"fysikkfjall/fysikkfjall.krs"))) error("failed to load 3d scene");
	if(!(startblob=load_scene(device,"startblob/startblob.krs"))) error("failed to load 3d scene");
	if(!(inni_abstrakt=load_scene(device,"inni_abstrakt/inni_abstrakt.krs"))) error("failed to load 3d scene");
	if(!(korridor=load_scene(device,"korridor/korridor.krs"))) error("failed to load 3d scene");
	if(!(skjerm_rom=load_scene(device,"skjerm_rom/skjerm_rom.krs"))) error("failed to load 3d scene");
	if(!(bare_paa_lissom=load_scene(device,"bare_paa_lissom/bare_paa_lissom.krs"))) error("failed to load 3d scene");

//	pest_play();
	BASS_Start();
	BASS_StreamPlay(music_file, 1, 0);
	do{
		grid g;
		int i;
		matrix m, temp, temp_matrix;
		matrix marching_cubes_matrix;

		long long bytes_played = BASS_ChannelGetPosition(music_file);
		float time =  bytes_played * (1.0 / (44100 * 2 * 2));
//		float time = pest_get_pos()+0.05f;
		float delta_time = time-old_time;

		int beat = (int)(time*((float)BPM/60.f));

		if(time_index<(sizeof(timetable)/4)){
			while(timetable[time_index]<time) time_index++;
		}

#ifdef _DEBUG
		printf("time: %2.2f, delta_time: %2.2f, time_index: %i, beat: %i                    \r",time,delta_time,time_index,beat);
#endif

		IDirect3DDevice9_SetRenderTarget(device,0,main_rendertarget);
		IDirect3DStateBlock9_Apply(default_state);
		IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER|D3DCLEAR_STENCIL, 0, 1.0f, 0);
//		IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_ZBUFFER, 0, 1.0f, 0);
		IDirect3DDevice9_BeginScene(device);
#if 1
		if(time_index<40){
			if(time_index>0&&time_index<5){
				draw_overlay(device,odd_is_back_again[time_index-1],0,0,1,FALSE);
			}else if(time_index>4&&time_index<19){
				float itime = time*10;
				grid_flat(g,0,0);
				for(i=0;i<7;i++){
					int scale = (time_index&1);
					grid_wave(g,(float)sin(itime-i+sin(i-itime))*0.3f*scale,(float)cos(itime*0.69f+i*0.733f)*0.3f*scale,7,(float)sin(itime+i*0.1f)*0.5f*scale);
				}
				draw_grid(device, g, odd_is_back_again[3], FALSE);
			}else if(time_index>=19){
				float itime = (time-timetable[18])*0.5f;
				grid_flat(g,0,0);
				for(i=0;i<7;i++){
					grid_wave(g,(float)sin(time-i+sin(i-time))*0.3f,(float)cos(time*0.69f+i*0.733f)*0.3f,7, itime*itime);
				}
				draw_grid(device, g, odd_is_back_again[3], FALSE);
			}
			if(time_index>20&&time_index<25){
				draw_overlay(device,at_the_gathering_2003[(time_index-21)%4],0,0,1,TRUE);
			}else if(time_index>=25&&time_index<38){
				float itime = time*10;
				grid_flat(g,0,0);
				for(i=0;i<10;i++){
					int scale = (time_index&1);
					grid_wave(g,(float)sin(itime-i+sin(i-itime))*0.3f*scale,(float)cos(itime*0.69f+i*0.733f)*0.3f*scale,7,(float)sin(itime+i*0.1f)*0.5f*scale);
				}
				draw_grid(device,g,at_the_gathering_2003[3],TRUE);
			}else if(time_index>=38){
				float itime = (time-timetable[37])*0.5f;
				grid_flat(g,0,0);
				for(i=0;i<10;i++){
					grid_wave(g,(float)sin(time-i+sin(i-time))*0.3f,(float)cos(time*0.69f+i*0.733f)*0.3f,7, itime*itime);
				}
				draw_grid(device,g,at_the_gathering_2003[3],TRUE);
			}
		}else if(time_index<52){
			animate_scene(inni_abstrakt,(time-timetable[39]));
			draw_scene(device,inni_abstrakt,0,TRUE);

			flash(device,white,time,timetable[39],1);

			if(time_index<43){
				draw_overlay(device, back_once_again[(time_index-40)%3],0,0,1,FALSE);
			}else if(time_index<47){
				draw_overlay(device, o_d_d_in_your_face[(time_index-43)%4],0,0,1,FALSE);
			}else if(time_index<51){
				draw_overlay(device, world_domination[(time_index-47)%4],0,0,1,FALSE);
			}else{
				draw_overlay(device, were_back,0,0,(time-timetable[51]),FALSE);
			}

			draw_overlay(device,dilldall,sin(sin(time)*0.07f+(((beat+1)/2)*0.8f)),sin(time*0.03337f+(((beat+1)/2)*0.14f)),0.5f,TRUE);
			draw_overlay(device,dilldall2,sin(sin(time*0.1f)*0.07f+time*0.1f+(((beat+1)/2)*0.8f)),sin(time*0.01337f+(((beat+1)/2)*0.14f)),0.5f,TRUE);

		}else if(time_index<69){

			animate_scene(startblob,(time-timetable[39]-0.27f+((beat+1)&2))*0.74948f);

			startblob->cameras[0].fog = TRUE;
			startblob->cameras[0].fog_start = 100.f;
			startblob->cameras[0].fog_end = 700.f;

			if(time_index>=53 && time_index<66 && time_index&1 ){
				float f = fade(timetable[time_index-1],1.7f,time,0.5f,0);
				f *= f;
				f *= 2;

				if(f>0.f)
				IDirect3DDevice9_SetRenderTarget(device,0,rtt_surface);

				draw_scene(device,startblob,0,TRUE);
				draw_particles(device, particles3, PARTICLES3, code_0);

				if(f>0.f){
					IDirect3DDevice9_SetRenderTarget(device,0,main_rendertarget);
					draw_radialblur(device,0,0,f,0,rtt_texture_id, FALSE);
				}
				if(time_index<61) draw_overlay(device,cred[((time_index/2)-2)%4],0,0,f*3,FALSE);
			}else{
				draw_scene(device,startblob,0,TRUE);
				draw_particles(device, particles3, PARTICLES3, circle_particle);			
			}
			if(time_index>=54&& !(time_index&1)){

				float f = fade(timetable[time_index-1],1.8f,time,1.f,0)*0.8f;
				IDirect3DDevice9_SetRenderTarget(device,0,rtt_32_surface);
				draw_scene(device,startblob,0,TRUE);
				draw_particles(device, particles3, PARTICLES3, code_0);

				IDirect3DDevice9_SetRenderTarget(device,0,main_rendertarget);
				IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAGFILTER, D3DTEXF_POINT);
				draw_overlay(device,rtt_32_texture_id,0,0,f,TRUE);
				draw_overlay(device,rtt_32_texture_id,0,0,f,TRUE);
				IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
			}

			flash(device,were_back,time,timetable[51],2);
			flash(device,white,time,timetable[51],1);
		}else if(time_index<79){

			for(i=0;i<BALLS;i++){
				balls[i].pos.x = (float)sin(time+i-sin((float)i*0.1212111f))*0.35f;
				balls[i].pos.y = (float)cos(time-(float)i*0.29342111f)*0.35f;
				balls[i].pos.z = (float)sin(time*0.31121f+sin(i-time))*0.35f;
				balls[i].r = 0.15f + (float)sin(time+i)*0.01f;
				balls[i].pos = vector_normalize(balls[i].pos);
				balls[i].pos = vector_scale(balls[i].pos, (float)(cos(i*0.11131f-time*0.55311f)+sin(time+(float)sin(time-i+time*0.3f)))*0.2f );
			}

			animate_scene(korridor,(time-timetable[68])*0.65f );
			draw_scene(device,korridor,(beat/4)&1,TRUE);

			memcpy(temp,korridor->objects[korridor->object_count-1]->mat,sizeof(matrix));
			matrix_scale(marching_cubes_matrix,vector_make(120,120,120));
			matrix_multiply(marching_cubes_matrix,temp,marching_cubes_matrix);
	
			matrix_rotate(temp,vector_make(time,-time,time*0.5f+sin(time)));
			matrix_multiply(marching_cubes_matrix,marching_cubes_matrix,temp);

			IDirect3DDevice9_SetTransform( device, D3DTS_WORLD, (D3DMATRIX*)&marching_cubes_matrix );

			fill_metafield_blur(balls, BALLS,0.98f);
			march_my_cubes_opt(balls, BALLS, 0.9f);

			IDirect3DDevice9_SetRenderState(device, D3DRS_CULLMODE, D3DCULL_NONE);

			set_texture(device,0,refmap2);
			IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR );
			IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_ADD);
			IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
			IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG2, D3DTA_CURRENT);

			draw_marched_cubes(device);

			flash(device,white,time,timetable[68],1);

			if(time_index>69&&time_index<74){
				draw_overlay(device,mad_props[(time_index+2)%4],0,0,1,FALSE);
			}else if(time_index>73&&time_index<77){
				draw_overlay(device,not_eph[(time_index+2)%4],0,0,1,FALSE);
			}else if(time_index==77){
				float f = fade(timetable[76],2.5f,time,1,0);
				draw_overlay(device,not_eph[3],0,0,f,FALSE);
			}
		}
		if(time_index>77&&time_index<92){
			float f = fade(timetable[77],timetable[78]-timetable[77],time,0,1);
			draw_overlay(device,eatyrcode,0,0,f,FALSE);

			if(time>109.5f){
				IDirect3DStateBlock9_Apply(default_state);
				animate_particles(particles, PARTICLES, delta_time*30);
				animate_particles(particles2, PARTICLES2, delta_time*28);

				draw_particles(device, particles, PARTICLES, code_0);
				draw_particles(device, particles2, PARTICLES2, code_1);
			}
			if(time_index>79&&time_index<90){
				draw_overlay(device,piss_the_fuck_off[(time_index-80)%11],0,0,1,FALSE);
			}else if(time_index==90){
				float f = fade(timetable[89],2,time,1,0);
				draw_overlay(device,piss_the_fuck_off[10],0,0,f,FALSE);
			}
			if(time_index==91){
				float f = fade(timetable[90],2,time,1,0);
				draw_overlay(device,hardcore,0,0,f,FALSE);
			}
		}else if(time_index>91 && time_index<97){
			animate_scene(skjerm_rom,time);
			video_update(vid, time);
			draw_scene(device,skjerm_rom,((beat/4)&1),TRUE);

			draw_overlay(device,dilldall,sin(sin(time)*0.07f+(((beat+1)/2)*0.8f)),sin(time*0.03337f+(((beat+1)/2)*0.14f)),0.5f,TRUE);
			draw_overlay(device,dilldall2,sin(sin(time*0.1f)*0.07f+time*0.1f+(((beat+1)/2)*0.8f)),sin(time*0.01337f+(((beat+1)/2)*0.14f)),0.5f,TRUE);
			if(time_index>92)
				draw_overlay(device, world_domination[(time_index-93)%4],0,0,1,FALSE);

		}else if(time_index>96&&time_index<104){
			grid_zero(g);

			matrix_translate(m, vector_make(cos(time)*1.5f, sin(time)*1.5f,time*10));
			matrix_rotate(temp_matrix, vector_make(sin(time*0.8111f)*0.2f,sin(time*1.2f)*0.2f,time));
			matrix_multiply(m,m,temp_matrix);

			render_tunnel(g,m);

			matrix_rotate(temp_matrix, vector_make(0,M_PI,0));
			matrix_multiply(m,m,temp_matrix);
			render_tunnel(g,m);
			matrix_rotate(temp_matrix, vector_make(M_PI,0,0));
			matrix_multiply(m,m,temp_matrix);
			render_tunnel(g,m);

			grid_add_noice(g,sin(time)*0.1f);

			draw_grid(device, g, circle_particle, FALSE);

			if(time_index>97&&time_index<102){
				float f = 1;
				if(time_index==101) f = fade(timetable[100],3,time,1,0);
				draw_overlay(device, o_d_d_in_your_face[(time_index-42)%4],0,0,f,FALSE);
			}
		}
		if(time_index>101 && time_index<104){
			float f = fade(timetable[101],8,time,0,1);
			float f2 = fade(timetable[101],4,time,0,1);

			draw_overlay(device,black,0,0,f2,FALSE);

			IDirect3DDevice9_SetRenderTarget(device,0,rtt_surface);
			IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER, 0, 1.0f, 0);

			IDirect3DStateBlock9_Apply(default_state);

			animate_scene(bare_paa_lissom,time-timetable[101]);
			draw_scene(device,bare_paa_lissom,0,TRUE);

			time *=0.5f;

			for(i=0;i<BALLS2;i++){
				balls2[i].pos.x = (float)sin(time+i-sin((float)i*0.1212111f))*0.35f;
				balls2[i].pos.y = (float)cos(time-(float)i*0.29342111f)*0.35f;
				balls2[i].pos.z = (float)sin(time*0.31121f+sin(i-time))*0.35f;
				balls2[i].r = 0.15f + (float)sin(time+i)*0.01f;
				balls2[i].pos = vector_normalize(balls2[i].pos);
				balls2[i].pos = vector_scale(balls2[i].pos, (float)(cos(i*0.11131f-time*0.55311f)+sin(time+(float)sin(time-i+time*0.3f)))*0.2f );
			}

			memcpy(temp,bare_paa_lissom->objects[bare_paa_lissom->object_count-1]->mat,sizeof(matrix));
			matrix_scale(marching_cubes_matrix,vector_make(120,120,120));
			matrix_multiply(marching_cubes_matrix,temp,marching_cubes_matrix);

			IDirect3DDevice9_SetTransform( device, D3DTS_WORLD, (D3DMATRIX*)&marching_cubes_matrix );
			fill_metafield(balls2, BALLS2);
			march_my_cubes_opt(balls2, BALLS2, 0.9f);

			IDirect3DDevice9_SetRenderState(device, D3DRS_CULLMODE, D3DCULL_NONE);

			set_texture(device,0,refmap);
			IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR );
			IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_ADD);
			IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
			IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG2, D3DTA_CURRENT);

			draw_marched_cubes(device);

			IDirect3DDevice9_SetRenderTarget(device,0,main_rendertarget);
			draw_overlay(device,rtt_texture_id,0,0,f,TRUE);

			if(time_index==103){
				float f;
				time *= 2;
				f = fade(timetable[time_index-1],3,time,1,0);
				draw_overlay(device,metaball_text,0,0,f,FALSE);

				flash(device,white,time,timetable[time_index-1],1);
			}
		}
		if(time_index==104){
			float f = fade(timetable[103],timetable[104]-timetable[103],time,0,1);

			animate_scene(korridor,180-(time-timetable[time_index-1])*0.8f );
			draw_scene(device,korridor,(beat/4)&1,TRUE);
			draw_overlay(device,black,0,0,f,FALSE);
		}
		if(time_index==105){
			float f = fade(timetable[104],timetable[105]-timetable[104],time,0,1);
			float t = (time-timetable[time_index-1])*0.6f+2.2f;
			animate_scene(fysikkfjall,t);
			draw_scene(device,fysikkfjall,0,TRUE);
			draw_overlay(device,black,0,0,f,FALSE);
		}
#endif
/*
*/
/*
		draw_overlay(device, were_back, (1+sin(time))*0.5f, TRUE);
*/
//		animate_scene(risterom,time);
//		draw_scene(device,risterom,0,TRUE);

#if 0 //helvete_har_frosset
		draw_overlay(device, eatyrcode, 1,FALSE);

		IDirect3DStateBlock9_Apply(default_state);

		animate_particles(particles, PARTICLES, delta_time*30);
		animate_particles(particles2, PARTICLES2, delta_time*28);

		draw_particles(device, particles, PARTICLES, code_0);
		draw_particles(device, particles2, PARTICLES2, code_1);
#endif

#ifdef pikk

//				IDirect3DDevice9_SetRenderTarget(device,0,rtt_surface);
				IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER, 0, 1.0f, 0);

				draw_overlay(device, eatyrcode, TRUE);

				animate_scene(startblob,(time-timetable[39]-0.27f)*0.7453f);
				draw_scene(device,startblob,0,FALSE);
				draw_particles(device, particles, PARTICLES, code_0);
				draw_particles(device, particles2, PARTICLES2, code_1);
//				IDirect3DDevice9_SetRenderTarget(device,0,main_rendertarget);
/*
				draw_radialblur(device,
					(float)sin(time)*0.2f,
					(float)sin(-time*0.331f)*0.13f,
					(float)(2+(float)sin(time*0.5f))*0.2f,
					0,//sin(time)*0.25f,
					rtt_texture_id, TRUE);

				animate_scene(fysikkfjall,time);
				draw_scene(device,fysikkfjall,0,FALSE);
*/
//				draw_overlay(device, rtt_texture_id, TRUE);
#endif

//		draw_overlay(device, eatyrcode, FALSE);

//		video_update(vid, time);
#if 0
//		IDirect3DDevice9_SetRenderTarget(device,0,rtt_surface);

		animate_scene(testscene,time);

//		morph_object(testscene->objects[0], time );
		draw_scene(device,testscene,0,TRUE);
//		draw_particles(device, particles, PARTICLES, particle);

//		IDirect3DDevice9_SetRenderTarget(device,0,main_rendertarget);
#endif
#if 0
		time *=0.5f;

		for(i=0;i<BALLS2;i++){
			balls2[i].pos.x = (float)sin(time+i-sin((float)i*0.1212111f))*0.35f;
			balls2[i].pos.y = (float)cos(time-(float)i*0.29342111f)*0.35f;
			balls2[i].pos.z = (float)sin(time*0.31121f+sin(i-time))*0.35f;
			balls2[i].r = 0.15f + (float)sin(time+i)*0.01f;
			balls2[i].pos = vector_normalize(balls2[i].pos);
			balls2[i].pos = vector_scale(balls2[i].pos, (float)(cos(i*0.11131f-time*0.55311f)+sin(time+(float)sin(time-i+time*0.3f)))*0.2f );
//			balls2[i].pos.x *= 2.8f;
		}

		matrix_translate(temp,vector_make(0,0,87));
		matrix_scale(marching_cubes_matrix,vector_make(50,50,50));
		matrix_multiply(marching_cubes_matrix,temp,marching_cubes_matrix);

		IDirect3DDevice9_SetTransform( device, D3DTS_WORLD, (D3DMATRIX*)&marching_cubes_matrix );
		fill_metafield(balls2, BALLS2);
//		fill_metafield_blur(balls, BALLS,0.98f);
		march_my_cubes_opt(balls2, BALLS2, 0.9f);
//		march_my_cubes(0.9f);

		IDirect3DDevice9_SetRenderState(device, D3DRS_CULLMODE, D3DCULL_CW);

		set_texture(device,0,refmap);
		IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR );
		IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_ADD);
		IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
		IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG2, D3DTA_CURRENT);

		draw_marched_cubes(device);
#endif

#if 0
//		time *= 0.5f;
		grid_zero(g);
//		for(i=0;i<10;i++)
//			grid_wave(g,sin(time-i+sin(i-time))*0.3f,cos(time*0.69f+i*0.733f)*0.3f,7,sin(time+i*0.1f)*0.5f);

		matrix_translate(m, vector_make(cos(time)*1.5f, sin(time)*1.5f,time*10));
		matrix_rotate(temp_matrix, vector_make(sin(time*0.8111f)*0.2f,sin(time*1.2f)*0.2f,time));
		matrix_multiply(m,m,temp_matrix);

//		empty_grid( grid );
		render_tunnel(g,m);

		matrix_rotate(temp_matrix, vector_make(0,M_PI,0));
		matrix_multiply(m,m,temp_matrix);
		render_tunnel(g,m);
		matrix_rotate(temp_matrix, vector_make(M_PI,0,0));
		matrix_multiply(m,m,temp_matrix);
		render_tunnel(g,m);
//		tyfuus_expand_grid( screen, grid, texture );

		grid_add_noice(g,sin(time)*0.1f);

		draw_grid(device, g, circle_particle, FALSE);
#endif
//		IDirect3DDevice9_SetRenderTarget(device,0,main_rendertarget);

//		video_update(vid,time);
/*
		draw_radialblur(device,
			(float)sin(time)*0.2f,
			(float)sin(-time*0.331f)*0.13f,
			(float)(1+(float)sin(time*0.5f))*0.2f,
			0,//sin(time)*0.25f,
			rtt_texture_id, FALSE);
*/
//		IDirect3DStateBlock9_Apply(default_state);

//		draw_overlay(device,rtt_texture_id,FALSE);
//		draw_overlay(device,fullscreen,FALSE);

//		draw_radialblur(device,0,sin(time*0.2f)*2.f, rtt_texture_id);

//		IDirect3DDevice9_StretchRect(device,main_rendertarget,NULL,rtt_surface,NULL,D3DTEXF_NONE);
//		IDirect3DBaseTexture9_GenerateMipSubLevels(rtt_texture);

		IDirect3DDevice9_EndScene(device);
		if(IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL)==D3DERR_DEVICELOST)
			error("fakkin lost device. keep your hands off alt-tab, looser.");

		old_time = time;

		while (PeekMessage(&msg,NULL,0,0,PM_REMOVE)){ 
			TranslateMessage(&msg);
			DispatchMessage(&msg);
			if (msg.message == WM_QUIT ||
			    msg.message == WM_KEYDOWN && LOWORD(msg.wParam) == VK_ESCAPE)
				done = TRUE;
		}
	}while(!done);

	deinit_marching_cubes();
	deinit_overlays();
	deinit_particles();

	free_scene(fysikkfjall);
	free_scene(startblob);
	free_scene(inni_abstrakt);
	free_scene(korridor);
	free_scene(skjerm_rom);
	free_scene(bare_paa_lissom);

	free_materials();
	free_textures();
	free_video(vid);

	rtt_surface->lpVtbl->Release(rtt_surface);
	rtt_32_surface->lpVtbl->Release(rtt_32_surface);

	main_rendertarget->lpVtbl->Release(main_rendertarget);
	IDirect3DStateBlock9_Release(default_state);


	d3dwin_close();

	if (music_file) BASS_StreamFree( music_file );
	if (fp) file_close( fp );
	BASS_Free();

//	pest_close();

	return 0;
}
SDL_Renderer *
D3D_CreateRenderer(SDL_Window * window, Uint32 flags)
{
    SDL_Renderer *renderer;
    D3D_RenderData *data;
    SDL_SysWMinfo windowinfo;
    HRESULT result;
    D3DPRESENT_PARAMETERS pparams;
    IDirect3DSwapChain9 *chain;
    D3DCAPS9 caps;
    Uint32 window_flags;
    int w, h;
    SDL_DisplayMode fullscreen_mode;
    D3DMATRIX matrix;

    renderer = (SDL_Renderer *) SDL_calloc(1, sizeof(*renderer));
    if (!renderer) {
        SDL_OutOfMemory();
        return NULL;
    }

    data = (D3D_RenderData *) SDL_calloc(1, sizeof(*data));
    if (!data) {
        SDL_free(renderer);
        SDL_OutOfMemory();
        return NULL;
    }

    data->d3dDLL = SDL_LoadObject("D3D9.DLL");
    if (data->d3dDLL) {
        IDirect3D9 *(WINAPI * D3DCreate) (UINT SDKVersion);

        D3DCreate =
            (IDirect3D9 * (WINAPI *) (UINT)) SDL_LoadFunction(data->d3dDLL,
                                                            "Direct3DCreate9");
        if (D3DCreate) {
            data->d3d = D3DCreate(D3D_SDK_VERSION);
        }
        if (!data->d3d) {
            SDL_UnloadObject(data->d3dDLL);
            data->d3dDLL = NULL;
        }
    }
    if (!data->d3d) {
        SDL_free(renderer);
        SDL_free(data);
        SDL_SetError("Unable to create Direct3D interface");
        return NULL;
    }

    renderer->WindowEvent = D3D_WindowEvent;
    renderer->CreateTexture = D3D_CreateTexture;
    renderer->UpdateTexture = D3D_UpdateTexture;
    renderer->LockTexture = D3D_LockTexture;
    renderer->UnlockTexture = D3D_UnlockTexture;
    renderer->SetRenderTarget = D3D_SetRenderTarget;
    renderer->UpdateViewport = D3D_UpdateViewport;
    renderer->RenderClear = D3D_RenderClear;
    renderer->RenderDrawPoints = D3D_RenderDrawPoints;
    renderer->RenderDrawLines = D3D_RenderDrawLines;
    renderer->RenderFillRects = D3D_RenderFillRects;
    renderer->RenderCopy = D3D_RenderCopy;
    renderer->RenderReadPixels = D3D_RenderReadPixels;
    renderer->RenderPresent = D3D_RenderPresent;
    renderer->DestroyTexture = D3D_DestroyTexture;
    renderer->DestroyRenderer = D3D_DestroyRenderer;
    renderer->info = D3D_RenderDriver.info;
    renderer->driverdata = data;

    renderer->info.flags = SDL_RENDERER_ACCELERATED;

    SDL_VERSION(&windowinfo.version);
    SDL_GetWindowWMInfo(window, &windowinfo);

    window_flags = SDL_GetWindowFlags(window);
    SDL_GetWindowSize(window, &w, &h);
    SDL_GetWindowDisplayMode(window, &fullscreen_mode);

    SDL_zero(pparams);
    pparams.hDeviceWindow = windowinfo.info.win.window;
    pparams.BackBufferWidth = w;
    pparams.BackBufferHeight = h;
    if (window_flags & SDL_WINDOW_FULLSCREEN) {
        pparams.BackBufferFormat =
            PixelFormatToD3DFMT(fullscreen_mode.format);
    } else {
        pparams.BackBufferFormat = D3DFMT_UNKNOWN;
    }
    pparams.BackBufferCount = 1;
    pparams.SwapEffect = D3DSWAPEFFECT_DISCARD;

    if (window_flags & SDL_WINDOW_FULLSCREEN) {
        pparams.Windowed = FALSE;
        pparams.FullScreen_RefreshRateInHz =
            fullscreen_mode.refresh_rate;
    } else {
        pparams.Windowed = TRUE;
        pparams.FullScreen_RefreshRateInHz = 0;
    }
    if (flags & SDL_RENDERER_PRESENTVSYNC) {
        pparams.PresentationInterval = D3DPRESENT_INTERVAL_ONE;
    } else {
        pparams.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;
    }

    /* FIXME: Which adapter? */
    data->adapter = D3DADAPTER_DEFAULT;
    IDirect3D9_GetDeviceCaps(data->d3d, data->adapter, D3DDEVTYPE_HAL, &caps);

    result = IDirect3D9_CreateDevice(data->d3d, data->adapter,
                                     D3DDEVTYPE_HAL,
                                     pparams.hDeviceWindow,
                                     D3DCREATE_FPU_PRESERVE | ((caps.
                                      DevCaps &
                                      D3DDEVCAPS_HWTRANSFORMANDLIGHT) ?
                                     D3DCREATE_HARDWARE_VERTEXPROCESSING :
                                     D3DCREATE_SOFTWARE_VERTEXPROCESSING),
                                     &pparams, &data->device);
    if (FAILED(result)) {
        D3D_DestroyRenderer(renderer);
        D3D_SetError("CreateDevice()", result);
        return NULL;
    }
    data->beginScene = SDL_TRUE;
    data->scaleMode = D3DTEXF_FORCE_DWORD;

    /* Get presentation parameters to fill info */
    result = IDirect3DDevice9_GetSwapChain(data->device, 0, &chain);
    if (FAILED(result)) {
        D3D_DestroyRenderer(renderer);
        D3D_SetError("GetSwapChain()", result);
        return NULL;
    }
    result = IDirect3DSwapChain9_GetPresentParameters(chain, &pparams);
    if (FAILED(result)) {
        IDirect3DSwapChain9_Release(chain);
        D3D_DestroyRenderer(renderer);
        D3D_SetError("GetPresentParameters()", result);
        return NULL;
    }
    IDirect3DSwapChain9_Release(chain);
    if (pparams.PresentationInterval == D3DPRESENT_INTERVAL_ONE) {
        renderer->info.flags |= SDL_RENDERER_PRESENTVSYNC;
    }
    data->pparams = pparams;

    IDirect3DDevice9_GetDeviceCaps(data->device, &caps);
    renderer->info.max_texture_width = caps.MaxTextureWidth;
    renderer->info.max_texture_height = caps.MaxTextureHeight;
    if (caps.NumSimultaneousRTs >= 2) {
        renderer->info.flags |= SDL_RENDERER_TARGETTEXTURE;
    }

    /* Set up parameters for rendering */
    IDirect3DDevice9_SetVertexShader(data->device, NULL);
    IDirect3DDevice9_SetFVF(data->device,
                            D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX1);
    IDirect3DDevice9_SetRenderState(data->device, D3DRS_ZENABLE, D3DZB_FALSE);
    IDirect3DDevice9_SetRenderState(data->device, D3DRS_CULLMODE,
                                    D3DCULL_NONE);
    IDirect3DDevice9_SetRenderState(data->device, D3DRS_LIGHTING, FALSE);
    /* Enable color modulation by diffuse color */
    IDirect3DDevice9_SetTextureStageState(data->device, 0, D3DTSS_COLOROP,
                                          D3DTOP_MODULATE);
    IDirect3DDevice9_SetTextureStageState(data->device, 0, D3DTSS_COLORARG1,
                                          D3DTA_TEXTURE);
    IDirect3DDevice9_SetTextureStageState(data->device, 0, D3DTSS_COLORARG2,
                                          D3DTA_DIFFUSE);
    /* Enable alpha modulation by diffuse alpha */
    IDirect3DDevice9_SetTextureStageState(data->device, 0, D3DTSS_ALPHAOP,
                                          D3DTOP_MODULATE);
    IDirect3DDevice9_SetTextureStageState(data->device, 0, D3DTSS_ALPHAARG1,
                                          D3DTA_TEXTURE);
    IDirect3DDevice9_SetTextureStageState(data->device, 0, D3DTSS_ALPHAARG2,
                                          D3DTA_DIFFUSE);
    /* Disable second texture stage, since we're done */
    IDirect3DDevice9_SetTextureStageState(data->device, 1, D3DTSS_COLOROP,
                                          D3DTOP_DISABLE);
    IDirect3DDevice9_SetTextureStageState(data->device, 1, D3DTSS_ALPHAOP,
                                          D3DTOP_DISABLE);

    /* Store the default render target */
    IDirect3DDevice9_GetRenderTarget(data->device, 0, &data->defaultRenderTarget );
    data->currentRenderTarget = NULL;

    /* Set an identity world and view matrix */
    matrix.m[0][0] = 1.0f;
    matrix.m[0][1] = 0.0f;
    matrix.m[0][2] = 0.0f;
    matrix.m[0][3] = 0.0f;
    matrix.m[1][0] = 0.0f;
    matrix.m[1][1] = 1.0f;
    matrix.m[1][2] = 0.0f;
    matrix.m[1][3] = 0.0f;
    matrix.m[2][0] = 0.0f;
    matrix.m[2][1] = 0.0f;
    matrix.m[2][2] = 1.0f;
    matrix.m[2][3] = 0.0f;
    matrix.m[3][0] = 0.0f;
    matrix.m[3][1] = 0.0f;
    matrix.m[3][2] = 0.0f;
    matrix.m[3][3] = 1.0f;
    IDirect3DDevice9_SetTransform(data->device, D3DTS_WORLD, &matrix);
    IDirect3DDevice9_SetTransform(data->device, D3DTS_VIEW, &matrix);

    return renderer;
}
예제 #10
0
static int
D3D_RenderCopyEx(SDL_Renderer * renderer, SDL_Texture * texture,
               const SDL_Rect * srcrect, const SDL_FRect * dstrect,
               const double angle, const SDL_FPoint * center, const SDL_RendererFlip flip)
{
    D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata;
    D3D_TextureData *texturedata = (D3D_TextureData *) texture->driverdata;
    LPDIRECT3DPIXELSHADER9 shader = NULL;
    float minx, miny, maxx, maxy;
    float minu, maxu, minv, maxv;
    float centerx, centery;
    DWORD color;
    Vertex vertices[4];
    HRESULT result;

    if (D3D_ActivateRenderer(renderer) < 0) {
        return -1;
    }

    centerx = center->x;
    centery = center->y;

    if (flip & SDL_FLIP_HORIZONTAL) {
        minx = dstrect->w - centerx - 0.5f;
        maxx = -centerx - 0.5f;
    }
    else {
        minx = -centerx - 0.5f;
        maxx = dstrect->w - centerx - 0.5f;
    }

    if (flip & SDL_FLIP_VERTICAL) {
        miny = dstrect->h - centery - 0.5f;
        maxy = -centery - 0.5f;
    }
    else {
        miny = -centery - 0.5f;
        maxy = dstrect->h - centery - 0.5f;
    }

    minu = (float) srcrect->x / texture->w;
    maxu = (float) (srcrect->x + srcrect->w) / texture->w;
    minv = (float) srcrect->y / texture->h;
    maxv = (float) (srcrect->y + srcrect->h) / texture->h;

    color = D3DCOLOR_ARGB(texture->a, texture->r, texture->g, texture->b);

    vertices[0].x = minx;
    vertices[0].y = miny;
    vertices[0].z = 0.0f;
    vertices[0].color = color;
    vertices[0].u = minu;
    vertices[0].v = minv;

    vertices[1].x = maxx;
    vertices[1].y = miny;
    vertices[1].z = 0.0f;
    vertices[1].color = color;
    vertices[1].u = maxu;
    vertices[1].v = minv;

    vertices[2].x = maxx;
    vertices[2].y = maxy;
    vertices[2].z = 0.0f;
    vertices[2].color = color;
    vertices[2].u = maxu;
    vertices[2].v = maxv;

    vertices[3].x = minx;
    vertices[3].y = maxy;
    vertices[3].z = 0.0f;
    vertices[3].color = color;
    vertices[3].u = minu;
    vertices[3].v = maxv;

    D3D_SetBlendMode(data, texture->blendMode);

    // Rotate and translate
    ID3DXMatrixStack_Push(data->matrixStack);
    ID3DXMatrixStack_LoadIdentity(data->matrixStack);
    ID3DXMatrixStack_RotateYawPitchRoll(data->matrixStack, 0.0, 0.0, (float)(M_PI * (float) angle / 180.0f));
    ID3DXMatrixStack_Translate(data->matrixStack, (float)dstrect->x + centerx, (float)dstrect->y + centery, (float)0.0);
    IDirect3DDevice9_SetTransform(data->device, D3DTS_VIEW, (D3DMATRIX*)ID3DXMatrixStack_GetTop(data->matrixStack));

    if (texturedata->scaleMode != data->scaleMode) {
        IDirect3DDevice9_SetSamplerState(data->device, 0, D3DSAMP_MINFILTER,
                                         texturedata->scaleMode);
        IDirect3DDevice9_SetSamplerState(data->device, 0, D3DSAMP_MAGFILTER,
                                         texturedata->scaleMode);
        data->scaleMode = texturedata->scaleMode;
    }

    result =
        IDirect3DDevice9_SetTexture(data->device, 0, (IDirect3DBaseTexture9 *)
                                    texturedata->texture);
    if (FAILED(result)) {
        D3D_SetError("SetTexture()", result);
        return -1;
    }
    if (shader) {
        result = IDirect3DDevice9_SetPixelShader(data->device, shader);
        if (FAILED(result)) {
            D3D_SetError("SetShader()", result);
            return -1;
        }
    }
    result =
        IDirect3DDevice9_DrawPrimitiveUP(data->device, D3DPT_TRIANGLEFAN, 2,
                                         vertices, sizeof(*vertices));
    if (FAILED(result)) {
        D3D_SetError("DrawPrimitiveUP()", result);
        return -1;
    }
    if (shader) {
        result = IDirect3DDevice9_SetPixelShader(data->device, NULL);
        if (FAILED(result)) {
            D3D_SetError("SetShader()", result);
            return -1;
        }
    }
    ID3DXMatrixStack_Pop(data->matrixStack);
    ID3DXMatrixStack_Push(data->matrixStack);
    ID3DXMatrixStack_LoadIdentity(data->matrixStack);
    IDirect3DDevice9_SetTransform(data->device, D3DTS_VIEW, (D3DMATRIX*)ID3DXMatrixStack_GetTop(data->matrixStack));
    ID3DXMatrixStack_Pop(data->matrixStack);
    return 0;
}
예제 #11
0
static int _al_draw_prim_raw(ALLEGRO_BITMAP* texture, const void* vtx, const ALLEGRO_VERTEX_DECL* decl, 
   const int* indices, int num_vtx, int type)
{
   int stride = decl ? decl->stride : (int)sizeof(ALLEGRO_VERTEX);
   int num_primitives = 0;

   ALLEGRO_DISPLAY *display;
   LPDIRECT3DDEVICE9 device;
   LPDIRECT3DBASETEXTURE9 d3d_texture;
   DWORD old_wrap_state[2];
   DWORD old_ttf_state;
   int min_idx = 0, max_idx = num_vtx - 1;
   
   if(indices)
   {
      int ii;
      for(ii = 0; ii < num_vtx; ii++)
      {
         int idx = indices[ii];
         if(ii == 0) {
            min_idx = idx;
            max_idx = idx;
         } else if (idx < min_idx) {
            min_idx = idx;
         } else if (idx > max_idx) {
            max_idx = idx;
         }
      }
   }

   display = al_get_current_display();
   device = al_d3d_get_device(display);
   
   if(decl) {
      if(decl->d3d_decl) {
         IDirect3DDevice9_SetVertexDeclaration(device, (IDirect3DVertexDeclaration9*)decl->d3d_decl);
      } else {
         return _al_draw_prim_soft(texture, vtx, decl, 0, num_vtx, type);
      }
   } else {
      IDirect3DDevice9_SetFVF(device, A5V_FVF);
   }

   set_blender(display);

   if (texture) {
      int tex_x, tex_y;
      D3DSURFACE_DESC desc;
      float mat[4][4] = {
         {1, 0, 0, 0},
         {0, 1, 0, 0},
         {0, 0, 1, 0},
         {0, 0, 0, 1}
      };      
      IDirect3DTexture9_GetLevelDesc(al_d3d_get_video_texture(texture), 0, &desc);
      
      al_get_d3d_texture_position(texture, &tex_x, &tex_y);

      if(decl) {
         if(decl->elements[ALLEGRO_PRIM_TEX_COORD_PIXEL].attribute) {
            mat[0][0] = 1.0f / desc.Width;
            mat[1][1] = 1.0f / desc.Height;
         } else {
            mat[0][0] = (float)al_get_bitmap_width(texture) / desc.Width;
            mat[1][1] = (float)al_get_bitmap_height(texture) / desc.Height;
         }
      } else {
         mat[0][0] = 1.0f / desc.Width;
         mat[1][1] = 1.0f / desc.Height;
      }
      mat[2][0] = (float)tex_x / desc.Width;
      mat[2][1] = (float)tex_y / desc.Height;

      IDirect3DDevice9_GetTextureStageState(device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, &old_ttf_state);
      IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2);
      IDirect3DDevice9_SetTransform(device, D3DTS_TEXTURE0, (D3DMATRIX *)&mat);

      d3d_texture = (LPDIRECT3DBASETEXTURE9)al_d3d_get_video_texture(texture);
      IDirect3DDevice9_SetTexture(device, 0, d3d_texture);
   } else {
      IDirect3DDevice9_SetTexture(device, 0, NULL);
   }
   
   IDirect3DDevice9_GetSamplerState(device, 0, D3DSAMP_ADDRESSU, &old_wrap_state[0]);
   IDirect3DDevice9_GetSamplerState(device, 0, D3DSAMP_ADDRESSV, &old_wrap_state[1]);
   
   IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_ADDRESSU, D3DTADDRESS_WRAP);
   IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_ADDRESSV, D3DTADDRESS_WRAP);

   if(!indices)
   {
      switch (type) {
         case ALLEGRO_PRIM_LINE_LIST: {
            num_primitives = num_vtx / 2;
            IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_LINELIST, num_primitives, vtx, stride);
            break;
         };
         case ALLEGRO_PRIM_LINE_STRIP: {
            num_primitives = num_vtx - 1;
            IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_LINESTRIP, num_primitives, vtx, stride);
            break;
         };
         case ALLEGRO_PRIM_LINE_LOOP: {
            int in[2];
            in[0] = 0;
            in[1] = num_vtx-1;
         
            num_primitives = num_vtx - 1;
            IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_LINESTRIP, num_primitives, vtx, stride);
            IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_LINELIST, 0, num_vtx, 1, in, D3DFMT_INDEX32, vtx, stride);
            break;
         };
         case ALLEGRO_PRIM_TRIANGLE_LIST: {
            num_primitives = num_vtx / 3;
            IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLELIST, num_primitives, vtx, stride);
            break;
         };
         case ALLEGRO_PRIM_TRIANGLE_STRIP: {
            num_primitives = num_vtx - 2;
            IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, num_primitives, vtx, stride);
            break;
         };
         case ALLEGRO_PRIM_TRIANGLE_FAN: {
            num_primitives = num_vtx - 2;
            IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLEFAN, num_primitives, vtx, stride);
            break;
         };
         case ALLEGRO_PRIM_POINT_LIST: {
            num_primitives = num_vtx;
            IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_POINTLIST, num_primitives, vtx, stride);
            break;
         };
      }
   } else {      
      switch (type) {
         case ALLEGRO_PRIM_LINE_LIST: {
            num_primitives = num_vtx / 2;
            IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_LINELIST, min_idx, max_idx + 1, num_primitives, indices, D3DFMT_INDEX32, vtx, stride);
            break;
         };
         case ALLEGRO_PRIM_LINE_STRIP: {
            num_primitives = num_vtx - 1;
            IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_LINESTRIP, min_idx, max_idx + 1, num_primitives, indices, D3DFMT_INDEX32, vtx, stride);
            break;
         };
         case ALLEGRO_PRIM_LINE_LOOP: {
            int in[2];
            num_primitives = num_vtx - 1;
            IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_LINESTRIP, min_idx, max_idx + 1, num_primitives, indices, D3DFMT_INDEX32, vtx, stride);
            
            in[0] = indices[0];
            in[1] = indices[num_vtx-1];
            IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_LINELIST, min_idx, max_idx + 1, 1, in, D3DFMT_INDEX32, vtx, stride);
            break;
         };
         case ALLEGRO_PRIM_TRIANGLE_LIST: {
            num_primitives = num_vtx / 3;
            IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, min_idx, max_idx + 1, num_primitives, indices, D3DFMT_INDEX32, vtx, stride);
            break;
         };
         case ALLEGRO_PRIM_TRIANGLE_STRIP: {
            num_primitives = num_vtx - 2;
            IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLESTRIP, min_idx, max_idx + 1, num_primitives, indices, D3DFMT_INDEX32, vtx, stride);
            break;
         };
         case ALLEGRO_PRIM_TRIANGLE_FAN: {
            num_primitives = num_vtx - 2;
            IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLEFAN, min_idx, max_idx + 1, num_primitives, indices, D3DFMT_INDEX32, vtx, stride);
            break;
         };
         case ALLEGRO_PRIM_POINT_LIST: {
            /*
             * D3D does not support point lists in indexed mode, so we draw them using the non-indexed mode. To gain at least a semblance
             * of speed, we detect consecutive runs of vertices and draw them using a single DrawPrimitiveUP call
             */
            int ii = 0;
            int start_idx = indices[0];
            int run_length = 0;
            for(ii = 0; ii < num_vtx; ii++)
            {
               run_length++;
               if(indices[ii] + 1 != indices[ii + 1] || ii == num_vtx - 1) {
                  IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_POINTLIST, run_length, (const char*)vtx + start_idx * stride, stride);
                  if(ii != num_vtx - 1)
                     start_idx = indices[ii + 1];
                  run_length = 0;
               }
            }
            break;
         };
      }
   }

   IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_ADDRESSU, old_wrap_state[0]);
   IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_ADDRESSV, old_wrap_state[1]);

   if(texture) {
      IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, old_ttf_state);
   }

   return num_primitives;
}
예제 #12
0
파일: line.c 프로젝트: PatroxGaurab/wine
static HRESULT WINAPI ID3DXLineImpl_Begin(ID3DXLine* iface)
{
    ID3DXLineImpl *This = impl_from_ID3DXLine(iface);

    HRESULT hr;
    D3DXMATRIX identity, projection;
    D3DVIEWPORT9 vp;

    TRACE ("(%p)->()\n", This);

    if (This->state != NULL) /* We already began. Return error. */
        return D3DERR_INVALIDCALL;

    hr = IDirect3DDevice9_CreateStateBlock(This->device, D3DSBT_ALL, &This->state);
    if (FAILED(hr)) return D3DXERR_INVALIDDATA;

    hr = IDirect3DDevice9_GetViewport(This->device, &vp);
    if (FAILED(hr)) goto failed;

    D3DXMatrixIdentity(&identity);
    D3DXMatrixOrthoOffCenterLH(&projection,
                               0.0, vp.Width, /* Min and max x */
                               vp.Height, 0.0, /* Min and max y. Screen y is on top so this is inverted */
                               0.0, 1.0); /* Min and max z */

    hr = IDirect3DDevice9_SetTransform(This->device, D3DTS_WORLD, &identity);
    if (FAILED(hr)) goto failed;

    hr = IDirect3DDevice9_SetTransform(This->device, D3DTS_VIEW, &identity);
    if (FAILED(hr)) goto failed;

    hr = IDirect3DDevice9_SetTransform(This->device, D3DTS_PROJECTION, &projection);
    if (FAILED(hr)) goto failed;

    /* Windows sets similar states so we do the same */

    hr = IDirect3DDevice9_SetRenderState(This->device, D3DRS_LIGHTING, FALSE);
    if (FAILED(hr)) goto failed;

    hr = IDirect3DDevice9_SetRenderState(This->device, D3DRS_FOGENABLE, FALSE);
    if (FAILED(hr)) goto failed;

    hr = IDirect3DDevice9_SetRenderState(This->device, D3DRS_SHADEMODE, D3DSHADE_FLAT);
    if (FAILED(hr)) goto failed;

    hr = IDirect3DDevice9_SetRenderState(This->device, D3DRS_ALPHABLENDENABLE, TRUE);
    if (FAILED(hr)) goto failed;

    hr = IDirect3DDevice9_SetRenderState(This->device, D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
    if (FAILED(hr)) goto failed;

    hr = IDirect3DDevice9_SetRenderState(This->device, D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
    if (FAILED(hr)) goto failed;

    return D3D_OK;
failed:
    IDirect3DStateBlock9_Apply(This->state);
    IDirect3DStateBlock9_Release(This->state);
    This->state = NULL;
    return D3DXERR_INVALIDDATA;
}
예제 #13
0
파일: sprite.c 프로젝트: radhermit/wine
/* Helper function */
static void set_states(ID3DXSpriteImpl *object)
{
    D3DXMATRIX mat;
    D3DVIEWPORT9 vp;

    /* Miscellaneous stuff */
    IDirect3DDevice9_SetVertexShader(object->device, NULL);
    IDirect3DDevice9_SetPixelShader(object->device, NULL);
    IDirect3DDevice9_SetNPatchMode(object->device, 0.0f);

    /* Render states */
    IDirect3DDevice9_SetRenderState(object->device, D3DRS_ALPHABLENDENABLE, TRUE);
    IDirect3DDevice9_SetRenderState(object->device, D3DRS_ALPHAFUNC, D3DCMP_GREATER);
    IDirect3DDevice9_SetRenderState(object->device, D3DRS_ALPHAREF, 0x00);
    IDirect3DDevice9_SetRenderState(object->device, D3DRS_ALPHATESTENABLE, object->alphacmp_caps);
    IDirect3DDevice9_SetRenderState(object->device, D3DRS_BLENDOP, D3DBLENDOP_ADD);
    IDirect3DDevice9_SetRenderState(object->device, D3DRS_CLIPPING, TRUE);
    IDirect3DDevice9_SetRenderState(object->device, D3DRS_CLIPPLANEENABLE, FALSE);
    IDirect3DDevice9_SetRenderState(object->device, D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_ALPHA | D3DCOLORWRITEENABLE_BLUE |
                                    D3DCOLORWRITEENABLE_GREEN | D3DCOLORWRITEENABLE_RED);
    IDirect3DDevice9_SetRenderState(object->device, D3DRS_CULLMODE, D3DCULL_NONE);
    IDirect3DDevice9_SetRenderState(object->device, D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
    IDirect3DDevice9_SetRenderState(object->device, D3DRS_DIFFUSEMATERIALSOURCE, D3DMCS_COLOR1);
    IDirect3DDevice9_SetRenderState(object->device, D3DRS_ENABLEADAPTIVETESSELLATION, FALSE);
    IDirect3DDevice9_SetRenderState(object->device, D3DRS_FILLMODE, D3DFILL_SOLID);
    IDirect3DDevice9_SetRenderState(object->device, D3DRS_FOGENABLE, FALSE);
    IDirect3DDevice9_SetRenderState(object->device, D3DRS_INDEXEDVERTEXBLENDENABLE, FALSE);
    IDirect3DDevice9_SetRenderState(object->device, D3DRS_LIGHTING, FALSE);
    IDirect3DDevice9_SetRenderState(object->device, D3DRS_RANGEFOGENABLE, FALSE);
    IDirect3DDevice9_SetRenderState(object->device, D3DRS_SEPARATEALPHABLENDENABLE, FALSE);
    IDirect3DDevice9_SetRenderState(object->device, D3DRS_SHADEMODE, D3DSHADE_GOURAUD);
    IDirect3DDevice9_SetRenderState(object->device, D3DRS_SPECULARENABLE, FALSE);
    IDirect3DDevice9_SetRenderState(object->device, D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
    IDirect3DDevice9_SetRenderState(object->device, D3DRS_SRGBWRITEENABLE, FALSE);
    IDirect3DDevice9_SetRenderState(object->device, D3DRS_STENCILENABLE, FALSE);
    IDirect3DDevice9_SetRenderState(object->device, D3DRS_VERTEXBLEND, FALSE);
    IDirect3DDevice9_SetRenderState(object->device, D3DRS_WRAP0, 0);

    /* Texture stage states */
    IDirect3DDevice9_SetTextureStageState(object->device, 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
    IDirect3DDevice9_SetTextureStageState(object->device, 0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);
    IDirect3DDevice9_SetTextureStageState(object->device, 0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
    IDirect3DDevice9_SetTextureStageState(object->device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
    IDirect3DDevice9_SetTextureStageState(object->device, 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
    IDirect3DDevice9_SetTextureStageState(object->device, 0, D3DTSS_COLOROP, D3DTOP_MODULATE);
    IDirect3DDevice9_SetTextureStageState(object->device, 0, D3DTSS_TEXCOORDINDEX, 0);
    IDirect3DDevice9_SetTextureStageState(object->device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_DISABLE);
    IDirect3DDevice9_SetTextureStageState(object->device, 1, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
    IDirect3DDevice9_SetTextureStageState(object->device, 1, D3DTSS_COLOROP, D3DTOP_DISABLE);

    /* Sampler states */
    IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP);
    IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP);

    if(object->texfilter_caps & D3DPTFILTERCAPS_MAGFANISOTROPIC)
        IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_MAGFILTER, D3DTEXF_ANISOTROPIC);
    else IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);

    IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_MAXMIPLEVEL, 0);
    IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_MAXANISOTROPY, object->maxanisotropy);

    if(object->texfilter_caps & D3DPTFILTERCAPS_MINFANISOTROPIC)
        IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_MINFILTER, D3DTEXF_ANISOTROPIC);
    else IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);

    if(object->texfilter_caps & D3DPTFILTERCAPS_MIPFLINEAR)
        IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_MIPFILTER, D3DTEXF_LINEAR);
    else IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_MIPFILTER, D3DTEXF_POINT);

    IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_MIPMAPLODBIAS, 0);
    IDirect3DDevice9_SetSamplerState(object->device, 0, D3DSAMP_SRGBTEXTURE, 0);

    /* Matrices */
    D3DXMatrixIdentity(&mat);
    IDirect3DDevice9_SetTransform(object->device, D3DTS_WORLD, &mat);
    IDirect3DDevice9_SetTransform(object->device, D3DTS_VIEW, &object->view);
    IDirect3DDevice9_GetViewport(object->device, &vp);
    D3DXMatrixOrthoOffCenterLH(&mat, vp.X+0.5f, (float)vp.Width+vp.X+0.5f, (float)vp.Height+vp.Y+0.5f, vp.Y+0.5f, vp.MinZ, vp.MaxZ);
    IDirect3DDevice9_SetTransform(object->device, D3DTS_PROJECTION, &mat);
}
예제 #14
0
int main( void )
{
    LPDIRECT3DVERTEXBUFFER9 v_buffer;
    sgui_window_description desc;
    IDirect3DTexture9* texture;
    sgui_d3d9_context* ctx;
    sgui_canvas* texcanvas;
    IDirect3DDevice9* dev;
    sgui_widget* check2;
    sgui_widget* check;
    sgui_widget* butt;
    sgui_window* wnd;
    float a=0.0f;
    VOID* pVoid;
    float m[16];

    sgui_init( );

    /*************************** create a window **************************/
    desc.parent         = NULL;
    desc.share          = NULL;
    desc.width          = 640;
    desc.height         = 480;
    desc.flags          = SGUI_FIXED_SIZE|SGUI_DOUBLEBUFFERED;
    desc.backend        = SGUI_DIRECT3D_9;
    desc.bits_per_pixel = 32;
    desc.depth_bits     = 16;
    desc.stencil_bits   = 0;
    desc.samples        = 0;

    wnd = sgui_window_create_desc( &desc );

    sgui_window_set_title( wnd, "Direct3D 9 Texture Canvas" );
    sgui_window_move_center( wnd );
    sgui_window_set_visible( wnd, SGUI_VISIBLE );
    sgui_window_set_vsync( wnd, 1 );

    /************************ createtexture canvas ************************/
    texcanvas = sgui_tex_canvas_create( wnd, sgui_window_get_context( wnd ),
                                        128, 128 );

    butt = sgui_button_create( 10, 10, 60, 25, "Button", 0 );
    check = sgui_checkbox_create( 10, 40, "Direct3D" );
    check2 = sgui_checkbox_create( 10, 65, "Texture" );

    sgui_button_set_state( check, 1 );
    sgui_button_set_state( check2, 1 );

    sgui_widget_add_child( &texcanvas->root, butt );
    sgui_widget_add_child( &texcanvas->root, check );
    sgui_widget_add_child( &texcanvas->root, check2 );

    /************** connect keyboard input to texture canvas **************/
    sgui_event_connect( wnd, SGUI_KEY_PRESSED_EVENT,
                        sgui_canvas_send_window_event, texcanvas,
                        SGUI_FROM_EVENT, SGUI_EVENT );

    sgui_event_connect( wnd, SGUI_KEY_RELEASED_EVENT,
                        sgui_canvas_send_window_event, texcanvas,
                        SGUI_FROM_EVENT, SGUI_EVENT );

    sgui_event_connect( wnd, SGUI_CHAR_EVENT,
                        sgui_canvas_send_window_event, texcanvas,
                        SGUI_FROM_EVENT, SGUI_EVENT );

    /*************************** Direct3D setup ***************************/
    /* get the device context, set new present parameters */
    ctx = (sgui_d3d9_context*)sgui_window_get_context( wnd );
    dev = ctx->device;

    IDirect3DDevice9_Reset( dev, &ctx->present );

    /* create a vertex buffer */
    IDirect3DDevice9_CreateVertexBuffer( dev, sizeof(vertices), 0,
                                         CUSTOMFVF, D3DPOOL_MANAGED,
                                         &v_buffer, NULL );

    /* load vertex data */
    IDirect3DVertexBuffer9_Lock( v_buffer, 0, 0, (void**)&pVoid, 0 );
    memcpy( pVoid, vertices, sizeof(vertices) );
    IDirect3DVertexBuffer9_Unlock( v_buffer );

    /* setup renderer state */
    IDirect3DDevice9_SetRenderState( dev, D3DRS_CULLMODE, D3DCULL_NONE );
    IDirect3DDevice9_SetRenderState( dev, D3DRS_LIGHTING, FALSE );
    IDirect3DDevice9_SetRenderState( dev, D3DRS_ZENABLE, TRUE );

    /* set up perspective projection matrix */
    perspective( m, 45.0f, (float)desc.width/(float)desc.height,
                 0.1f, 100.0f );
    IDirect3DDevice9_SetTransform( dev, D3DTS_PROJECTION, (D3DMATRIX*)m );

    /* set up texturing, bind canvas texture to stage 0 */
    texture = sgui_tex_canvas_get_texture( texcanvas );

    IDirect3DDevice9_SetTexture( dev, 0, (IDirect3DBaseTexture9*)texture );
    IDirect3DDevice9_SetTextureStageState( dev, 0, D3DTSS_COLOROP,
                                           D3DTOP_BLENDTEXTUREALPHA );
    IDirect3DDevice9_SetTextureStageState( dev, 0, D3DTSS_COLORARG1,
                                           D3DTA_TEXTURE );
    IDirect3DDevice9_SetTextureStageState( dev, 0, D3DTSS_COLORARG2,
                                           D3DTA_DIFFUSE );
    IDirect3DDevice9_SetTextureStageState( dev, 0, D3DTSS_ALPHAOP,
                                           D3DTOP_DISABLE );

    IDirect3DDevice9_SetSamplerState(dev,0,D3DSAMP_MINFILTER,D3DTEXF_LINEAR);
    IDirect3DDevice9_SetSamplerState(dev,0,D3DSAMP_MAGFILTER,D3DTEXF_LINEAR);

    /****************************** main loop *****************************/
    while( sgui_main_loop_step( ) )
    {
        /* redraw widgets in dirty areas */
        sgui_canvas_redraw_widgets( texcanvas, 1 );

        /* draw scene */
        IDirect3DDevice9_Clear( dev, 0, NULL,
                                D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER,
                                0, 1.0f, 0 );

        IDirect3DDevice9_BeginScene( dev );

        transform( m, a );
        IDirect3DDevice9_SetTransform( dev, D3DTS_VIEW, (D3DMATRIX*)m );
        a += 0.01f;

        IDirect3DDevice9_SetFVF( dev, CUSTOMFVF );
        IDirect3DDevice9_SetStreamSource( dev, 0, v_buffer, 0,
                                          sizeof(CUSTOMVERTEX) );

        IDirect3DDevice9_DrawPrimitive( dev, D3DPT_TRIANGLELIST, 0, 8 );

        IDirect3DDevice9_EndScene( dev );

        /* swap front and back buffer */
        sgui_window_swap_buffers( wnd );
    }

    /****************************** clean up ******************************/
    sgui_canvas_destroy( texcanvas );
    sgui_widget_destroy( check2 );
    sgui_widget_destroy( check );
    sgui_widget_destroy( butt );

    IDirect3DVertexBuffer9_Release( v_buffer );

    sgui_window_destroy( wnd );
    sgui_deinit( );
    return 0;
}